Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - kix

Pages: 1 ... 17 18 19 20 21 22 23 [24] 25 26 27 28 29 30 31 ... 168
461
DSL TC Showcases / Re: MyLifeIsIn8Bit - Showcase
« on: January 01, 2020, 05:21:54 PM »
Are tye npc-s clipping into eachother like the skin shows on the grey prince?

For all i know it could just be a skin

462
Ooo.  Interesting.  I have a center of mass script I could use for that.  I like it!
Ya also, is it possible to make an option where the cylinder blur is invisible in the settigns? or atleast opacity settings, because Cylinder Blur can work even with 100%Transparency

463
[Changed] When the first part on a rigidbody goes to <0 HP, the previous component is broken off. Everything now breaks off together.
Does that mean that the part with the lowest hp, lets say on a spinner will cause the whole thing to fall off? If so, yikes

Not necessarily, though that could be the case.  It means that when you build a spinner you need to make sure the base part is relatively large and can take a hit.

Otherwise, just like in real life, if you build something tiny and attach a bunch of stuff to the tiny part it will snap the whole thing off.

Edit: You have to actually hit the tiny part to damage it.  If you have a bunch of other things farther out then they are likely to be hit first.
Oh i just figured out what it means. Yeah it works.
One issue throughout the last few builds. IRL, if you break a part of a spinner, like a tooth lets say, the bot would become unbalanced. In the game, if half a blade that weighs... Lets say 15 kilos breaks off, the bot does not get unbalanced.

464
[Changed] When the first part on a rigidbody goes to <0 HP, the previous component is broken off. Everything now breaks off together.
Does that mean that the part with the lowest hp, lets say on a spinner will cause the whole thing to fall off? If so, yikes

465
Off-Topic Discussion / Happy new year from the fat croatman
« on: December 31, 2019, 07:06:04 PM »
I hope yall got laid

466
DSL TC Showcases / Re: Kelimpel's horrifying bots
« on: December 31, 2019, 11:51:00 AM »
Ngl the pictures youre taking are mostly not giving any info, as for the vert. If youre going for irl, the skirt is not allowed at all, and the moe bar is also not allowed iirc (idk if its a cb2 component), ant batts are useless, and the red battery is poking out of the chassis

467
Contests / Re: Vote BOTM 2019
« on: December 30, 2019, 11:52:13 AM »
this is yikes

Good thing we ditching themes

468
3) impulse is what makes the bots fly apart on hit, essentially the simulation of force/physics
Well i got that wron XD

469
The blur cylinder does four things, but maybe we can take a look at what we like and don't like:

1. Visual blur - a visual representation of the cylinder created by rotating an object around an axis.
2. Cylinder collider - a trigger collider that registers when something overlaps the space of the revolved object.
3. Pushout - applying impulse to the robot and whatever it hits.
4. Bite - Determining the exact amount of "bite" when the spinner hits another object.
1# From what ive heard, noone likes the blur at all
2# I need more explanations as atm i dont see it too useful
3# Is impulse really necessary
4# Im sure you could do it easily, what counts as bite?

470
The 29December build is up! 

No Blur Cylinders in this build!  This also means (almost) no damage, since most of the damage is calculated from blur cylinders.

https://robot-rumble.itch.io/builds
Tbh i dont think that the damage should be calculated by blur cylinder. I think KJ should cause damage, that way rammers might also do damage

Tested the build and i gotta say that the damage is pretty great, i can actually feel comfortable enough to do 50-100% multiplier, whereas with the blur i used only 20%

471
I just tried out Panic Attack with the new decorative material. While it doesn't break its own physics anymore, and does have functional skirts, if it fights a complex opponent the problem returns. :(

So... Better, but still issues.

Phew!  The rest is just a matter of tweaking numbers until it feels right.  My thought for the first draft of this is to compute object hit points based on the energy absorption capabilities of the part.  Something like 1 HP = 1 Joule

Thinking more about how the skirt should break:

The skirt should be extremely resistant to damage from spinners because of its shape.  It should deflect blows upward instead of absorbing energy.  It should be extremely fragile if hit from underneath by a vertical spinner.

I think I can accomplish this generically by computing the incidence angle of any spinner hits.  Glancing blows should bounce off.
That would honestly be pretty cool. Reading this, I take it that currently the shape of, lets say the front armor, doesn't matter too much?


Another thing I would personally like to note, unrelated to the damage stuff, is in the workshop. Sometimes I want to do or edit something on the underside of the bot. The table there then kinda gets in the way. Would have to zoom in a lot on the bot to actually see it then.
While one could technically rotate the entire robot for a bit to work on the underside, just moving the camera there is just easier. Could it be done to see through the table if the camera is under it? Make it transparent or fade out of sight perhaps.

I like whats powerrave is saying. I alsao noticed that when making bots that use tiny chassis, and are built from a frame, the game becomes more challenging. You need to pay attention to a lot more parts

472
I just tried out Panic Attack with the new decorative material. While it doesn't break its own physics anymore, and does have functional skirts, if it fights a complex opponent the problem returns. :(

So... Better, but still issues.

Phew!  The rest is just a matter of tweaking numbers until it feels right.  My thought for the first draft of this is to compute object hit points based on the energy absorption capabilities of the part.  Something like 1 HP = 1 Joule

Thinking more about how the skirt should break:

The skirt should be extremely resistant to damage from spinners because of its shape.  It should deflect blows upward instead of absorbing energy.  It should be extremely fragile if hit from underneath by a vertical spinner.

I think I can accomplish this generically by computing the incidence angle of any spinner hits.  Glancing blows should bounce off.
Huh nice

473
Yeah so ever since the 24th build when the weapon falls off, the blur is still there. Even worse, the blur does damage... at this point, I gotta decide between moon gravity and ghost spinners for SvL. I mean... I could always use October 10, but people probably won’t like that. I’m at a dilemma at this point.

Shoot!  Let me look into this.  I definitely want to keep the spinners.  I just need to iron out the bugs like ghost spinners.  It shouldn’t be too hard.  I just need to find and fix all the wired edge cases.

What is the moon gravity issue?  Can you send me an .RR2Bot file to play with?
Moon gravity is nothing much really, its just an thing when you attach a wheel then the weapon on it

I’m not sure I understand.  If you attach a wheel, there shouldn’t be a blur cylinder or any of the associated physics.  Does something weird happen when an object breaks off?
Im pretty sure that he means that the gyro is increased

474
Yeah so ever since the 24th build when the weapon falls off, the blur is still there. Even worse, the blur does damage... at this point, I gotta decide between moon gravity and ghost spinners for SvL. I mean... I could always use October 10, but people probably won’t like that. I’m at a dilemma at this point.

Shoot!  Let me look into this.  I definitely want to keep the spinners.  I just need to iron out the bugs like ghost spinners.  It shouldn’t be too hard.  I just need to find and fix all the wired edge cases.

What is the moon gravity issue?  Can you send me an .RR2Bot file to play with?
Moon gravity is nothing much really, its just an thing when you attach a wheel then the weapon on it

475
The decoration material is a brilliant idea!! My only suggestion would maybe be an additional Decorative_Steel (and maybe Polycarb) for small yet shiny/transparents decorations such as Rivets and Warning Lights :)
I havent tested it yet but pls tell me that decorative material doesn't have that dreadful bumpmapping on itself like alu/uhmw/and poly

476
The 28December build is up!

https://robot-rumble.itch.io/builds

This one should allow you to apply decorations without physics colliders. 

Next up is getting chassis armor plates to break off.

Enjoy!  :smile:

Oh this is actually pretty amazing
On the flip side
I genuinely dont think that you should use the weapon cylinder blur to register damage, it is inaccurate
Also when a part from a weapon falls off, seems like the collision is still there and it will still deal damage (even though ithe part is on the floor), that also does not cause the spinners to be unbalanced, as more parts fall off

477
I guess community will help, and maybe like in ra2, there would be a community hand picked pack with motors and stuff. Parts i persume could be tuned iingame currently with material selection and thickness selection


Oh i guess hou should put out an update where the small parts have collision out, and with decorative material (decorative is not necessary, but fixing small parts is urgent)

478
You say that people are gonna be limited by their skills only. Well if thats the case, i might be able to make vrushless motors then!

479
What if we added a workshop for components? What is made in that workshop could have combined hp, and you could also apply that part to multiple bots without having to do it all again. You could then share stuff like letters and logos with the community.
I don’t know how well this would work, but with my current knowledge, couldn’t you create .partfiles kinda like what you do with the robots? Then you can share your designs that way. Also, all components you make or import could show up under custom weapons and custom extras. This is what I mainly had in mind.

That’s the basic idea behind the RR2 Component Modding Tool.  We are starting work on it and the Arena Builder at the same time. 

The intent for the tools is for them to be separate Unity projects that you can use to create pretty much anything you want, export it as a unity assetbundle, then import it into the game.  The big advantages with this approach is that you will be able to create literally anything you want, limited only by your 3D modeling skills. 

Also, you should be able to use the new tools to create parts that are optimized for the game.  If you were to use our existing in-game tool to create an intricate compound assembly it is going to be extremely inefficient and run very slowly.  I am already having lots of problems trying to run Panic Attack on my laptop.  This isn’t the fault of the robot.  It is an amazing robot.  It is a problem with the tool which can’t handle making really complicated things that run efficiently.

I recommend using Blender to create things.  It’s free and has a massive open source development effort.  It already does everything people have asked for, and is the tool we have been using to create robot parts for the game,
Osh** we gonna make stuff in blender? Thats epic actually, i can make some good sh**

480
DSL TC Showcases / Re: Danangoo's DSL Showcase
« on: December 26, 2019, 07:31:53 PM »
While making Live and Let Die, I've come across a strange issue with the collision mesh of the tracks becoming all skewiff. I managed to get them completely fine with Goldfinger, but this .bot just doesn't like them at all.

Would anyone be any wiser than I am and see where I've gone wrong here?

  [ Quoting of attachment images from other messages is not allowed ]  

  [ Quoting of attachment images from other messages is not allowed ]  
Tracks in DSL are fairly glitchy and they agod a lot.

Pages: 1 ... 17 18 19 20 21 22 23 [24] 25 26 27 28 29 30 31 ... 168